Is it possible to get a visual representation of counterhit negative undizzy like how we get the green for regular undizzy. Also, is there a reason why it goes away all at once, unlike regular undizzy which goes away over time? It would be nice I could get a counterhit, not want to do a super long counter hit combo (giving my opponent a lot of meter), and instead go for a mixup and retain some of the negative undizzy for a slightly damage boosted combo from the next hit. I have no idea if this implementation would break something. I remember thinking of something that it could cause a problem for on my way home from work, but can't seem to remember it now.